Flesh out the 14 still-open issues (GAL-34/35/36/37, 40/41, 43, 46/47/48/49, 52/53/55) with explicit acceptance criteria and concrete integration test hints that reference existing types and headless tooling, so future work on these tickets has a clear definition of done. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
1.4 KiB
1.4 KiB
| id | title | status | parent | labels | ||
|---|---|---|---|---|---|---|
| GAL-37 | Implement the dual fighter mode | Todo | GAL-34 |
|
GAL-37: Implement the dual fighter mode (controlling two ships, firing two bullets)
Implement the dual fighter mode (controlling two ships, firing two bullets).
Acceptance criteria
- After a successful rescue, player and side ship move as one rigid body (single horizontal input drives both).
- Shoot input spawns two bullet entities per shot, one from each ship.
- Side ship has its own collider; an enemy or enemy bullet hitting only the side ship despawns it without losing a life.
- Hitting the main ship still loses a life as today.
- When the side ship is gone, behaviour reverts to single-fighter (one bullet per shot).
- Tractor beam re-capturing the player while in dual mode behaves sensibly (define: side ship lost, main captured).
Integration test hints
- World fixture with
Player+ aSideFightercomponent at +offset; trigger aShootinput; assert exactly twoBulletentities exist this frame at expected x-offsets. - Spawn an
EnemyBulletat the side-fighter position; tick collision; assert only the side ship despawned,PlayerLivesunchanged, two-bullet shooting now reverts to one. - Movement test: drive
move_playerleft/right; assert side ship transform tracks main with constant offset.